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Post by lobbo28 on Feb 4, 2014 8:39:29 GMT
Howdy all - I've got a rock that stubbornly blocking the lower entrance to Grumpy's Domehome.
I figured I'd just open up the tool kit and see if I could move the offending boulder - but so far that hasn't yielded any results and has just left me realizing that I have no idea how to move terrain
A step by step or something pointing me at a step by step would be greatly appreciated - I don't mind doing the reading, I'm just not finding the information that would get me the results I'm after.
Thanks much!
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Post by DARoot on Feb 4, 2014 13:50:40 GMT
Greetings, Lobbo28
Moving your rock in the MW Construction Set is fairly easy.
1. First, determine if it is an actual "rock" (a static mesh), or a Landscape formation. The techniques you would use to change it are different, depending.
2. Next, determine what mod the offending "rock" came from. . To check, walk up to the boulder in-game, click on it, and call up the Console [tilde key]. If it's a static "rock" mesh, it's name will appear at the top of the Console Box. If nothing is there, it's probably landscape. Then type "ORI" [no quotes] and press <Enter>. The message in the Console will tell you what mod the rock came from.
3. Once you know where it came from, load up that mod in the Construction set, go to the Cell that contains the rock, and click on it in the Render Box at the top right. If it's a static, you'll get a red box around it, and its XYZ coordinates will show at the lower left of the CS screen. You can then either click on it and "drag" it somewhere else in the Render Box, or enter new XYZ values in its "Properties" box [which you call up by double-clicking].
Alternatively, if it's a Landscape formation, you'll have to use the CS Landscape Editor to change it. Make the red "editing circle" as small as possible, place it over the formation, and push/pull to change its height. The easiest method is to zoom the Render Box in close, place the red "editing circle" [again, as small a circle as you can] on some "flattish" land nearby [possibly, in front of the Domehome entrance in question, if you have that mod loaded also, but not the "active" mod], and then move it slightly with the "smooth vertices" option active. That will cause the landscape to try to be the same height as where you started the "smoothing" operation. It doesn't take much, so be careful!
Lastly, it is sometimes difficult to move, change, or delete things that originated in an .ESM. Short of converting the .ESM to an .ESP and editing it [you don't want to do this with the Morrowind, Tribunal, or Bloodmoon .ESMs], you have to make the offending rock a part of another .ESP [double-click on it with the other .ESP active, the save it]. Then you can move it around in the .ESP, and the changes should show up in-game.
Good luck
DARoot
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Post by lobbo28 on Feb 4, 2014 19:17:00 GMT
Woot! Thank you! The ORI command was what I was missing. Rock moved - thank you very much Lobbo
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Post by DARoot on Feb 8, 2014 16:08:25 GMT
Congratulations, Lobbo28 Glad we could help.
For anyone else reading this thread, I should have included the following in my previous post, concerning "Landscape" issues --
Since you cannot identify "Landscape" glitches/conflicts using the Console [and "ORI"] commands, here's what you do --
1) Identify the Cell [in this case, the cell or cells where "Grumpy's DomeHome" are situated]; 2) Check all of the other mods that load AFTER that mod, to see if there is a "(LAND)" change entry, in the CS [use the "Details" button] involving that same Cell; 3) Now, one at a time, load each of those mods [along with "Grumpy's DomeHome," or whatever you have a conflict with] in the CS, until you identify the mod that is causing the conflict; 4) THEN you do the "Landscape Editing" described previously, to that Mod, to eliminate the conflict.
[But, then be prepared for possible other edits, since, by saving the changes to that mod, you've now changed your Load Order. Such is life ...]
Hope this additional information helps somebody ...
DARoot
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